I Worked largely on destructible assets and tool creation for artists on all titles. Principal contributions included: creating destructible props for in-game use, created and adjusted character ragdoll physics, oversaw the creation and modifications of pipeline for game assets, created scripts and tools to aide in artists’ character and prop creation to function within pipeline.


Games

Transformers: War for Cybertron - I worked a lot on character ragdolls so they behaved in a fun and realistic manner. The also included adjusting physics for props as well as characters in the Unreal engine. I also created a pipeline for the creation and export of weapons to work with the way the engineering team would be able to make the most use of.

The Bourne Conspiracy - I rigged weapons and characters to function properly in game. I worked on in-game physics with the props in the environment. Set up destructible assets properly in order to interact with the character.

Darkwatch - I developed and smoothed out our process for moving destructible props into the game. Once in game, I adjusted all settings using the Havok engine to work the way they should. I created a functioning pipeline for getting props into our proprietary game engine easily for the artists. This involved tool development as well as working with the engineers. Edited and wrote XML files that went directly in game for all types of asset functions.

Tools

skeletonSetup

Creates a skeleton based upon preset options. Records the height of newly created skeleton and ability to position arms, legs and other joints before accepting skeleton. Extra tabs to create rigs for complex hands, legs, and spines.

Written in MEL

xmlExport

Creates generic xml or can copy another objects xml and replace relevant information with that of current open file. Can also edit, view, and export xml.